Madness at Gardmore Abbey, Book 3 - Encounters Part 1

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Transcript of Madness at Gardmore Abbey, Book 3 - Encounters Part 1

  • in Gardmore Abbey. Some use the poster maps provided with this adventure, but many feature smaller areas, which are represented by tactical maps.

    The smaller tactical maps can all be created using published Dun9eon Tiles products and the special Dungeon Tiles included in this box. To create the map, lay out the tiles as shown.

    Monsters are indicated with labeled circles whose letters match those in the encounter setup. If the map includes a Start Area, the adventurers set up within the indicated squares.

    ENCOUNTER 1: MAIN GATE Encounter Level 6 (1,400 XP)

    Setup 1 ogre (0) 2 ore archers (A) 4 ore reavers (R)

    The gatehouse defends the perimeter of Gardmore Abbey. It is guarded by orcs and an ogre, all of which are hungry, bored, and eager to fight and eat anything that comes their way.

    When the adventurers approach the gatehouse, read: The smoke-blackened aatehouse squats at the end of the path like a demonic skull. Eroded battlements form a ahastly crown, arrow slits stare like evil eyes, and the central arch is fanaed with a raised wooden portcullis. Skeletons danale from the battle-ments, and the around is littered with bones.

    From atop the crumblina ramparts, two orcs bark threats as they draw their bows, while in the aatehouse interior more of the creatures take up crude javelins and jaaaed battleaxes. Behind them, next to a rusty winch, a massive oare moves into position. Lickina its lips, it hefts a huae chunk ofbroken masonry and pre-pares to hurl it at you.

    From their vantage points atop the battlements, the orcs can easily see anyone approaching from outside, even at night. The area around the gatehouse is clear of vegetation, making a concealed approach nearly impossible.

    Tactics The orcs use the structure's defenses to maximum advantage. They try to divide the party by luring melee combatants into the gatehouse and then dropping the portcullis. Unless the adventurers are besting them at ranged combat, the monsters stay inside the gatehouse. The archers on the roof keep to the battlements.

    Ogre (0) Level 6 Brute large natural humanoid (giant) XP 250 HP 90; Bloodied 45 AC 18, Fortitude 20, Reflex 17, Wi1116 Speed 8 STANDARD ACTIONS

    CD Greatclub (weapon) +At-Will Attack: Melee 2 (one creature);+ 11 vs. AC Hit: 2d1 0 + 6 damage.

    )[Rock (weapon)+ At-Will Attack: Ranged 1 0 (one creature); + 11 vs. AC Hit: 2d6 + 5 damage.

    +Grand Slam (weapon) + Encounter Attack: Melee 2 (one creature);+ 11 vs. AC

    Initiative +5 Perception +3

    Hit: 4d1 0 + 4 damage, and the ogre pushes the target up to 2 squares and knocks it prone.

    Miss: Half damage, and the target falls prone. Str 21 (+8) Dex 14 (+5) Con 20 (+8) lnt 4 (+0) Alignment chaotic evil Languages Giant Equipment greatclub, 4 rocks

    Wis 11 (+3) Cha 6 (+1)

    2 Ore Archers (A) Level 4 Artillery Medium natural humanoid XP 175 each HP 42; Bloodied 21 AC 16, Fortitude 16, Reflex 18, Will14 Speed 6 STANDARD AcTIONS CD Handaxe (weapon) + At-Will

    Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d6 + 6 damage.

    )[ Longbow (weapon) + At-Will Attack: Ranged 30 (one creature);+ 11 vs. AC

    Initiative +6 Perception +2

    low-light vision

    Hit: 1 d1 0 + 6 damage, and the ore can push the target 1 square. ~(-Clustered Volley (weapon)+ At-Will

    Attack: Area burst 1 within 20 (creatures in the burst); +9 vs. AC Hit: 1d10 + 6 damage.

    TRIGGERED ACTIONS

    Savage Demise Tri99er: The ore drops to 0 hit points. Effect (Free Action): The ore takes a standard action.

    Str15(+4) Dex18(+6) Wis10(+2) Con 12 (+3) lnt 8 (+1) Cha 9 (+1)

    /_

    Alignment chaotic evil Languages Common, Giant Equipment leather armor, handaxe, longbow, 30 arrows

    When the battle begins, all of the orcs and the ogre attack at range (from cover whenever possible) until at least two opponents are inside the gatehouse. (The ore reavers and the ogre stay at least 1 square inside the portcullis, leaving room for adventurers to enter.) At that point, an ore moves to the winch and uses a minor action to drop the portcullis. While the monsters within try to overwhelm the trapped adventurers, the ore archers con-centrate their fire on those left outside.

    The ogre uses wand slam against the first foe to engage it in melee, and both the orcs and the archers use their forced movement abilities whenever possible to divide the party.

    The creatures inside keep to the south of the gate, since they don't trust the roof on the other side.

  • 4 Ore Reavers (R) Level 5 Skirmisher Medium natural humanoid XP 200 each HP 63; Bloodied 31 AC 19, Fortitude 18, Reflex 18, Will16 Speed 6 (8 when charging) TRAITS

    Charging Mobility

    Initiative +7 Perception +3

    low-light vision

    While charging, the ore gains a +4 bonus to all defenses. STANDARD ACTIONS

    CD Battleaxe (weapon) + At-Will Attack: Melee 1 (one creature);+ 10 vs. AC Hit: 1d10 + 8 damage. Effect: After the attack, the ore can shift 1 square.

    ::YJavelin (weapon)+ At-Will Attack: Ranged 20 (one creature);+ 10 vs. AC Hit: 2d6 + 6 damage, and the ore can push the target 1 square.

    TRIGGERED ACTIONS

    + Blood-Crazed Charge + Encounter Triyyer: The ore hits an enemy. Effect (Free Action): The ore charges an enemy.

    Savage Demise Triyyer: The ore drops to 0 hit points. Effect (Free Action): The ore takes a standard action.

    Str 18 (+6) Dex 17 (+5) Wis 13 (+3) Con 15 (+4) lnt 8 (+1) Cha 8 (+1) Alignment chaotic evil Languages Common, Giant Equipment hide armor, battleaxe, 4 javelins

    Features of the Area Illumination: Bright light illuminates the area

    during the day. At night, torches shed bright light within 5 squares of the gatehouse.

    Battlements: Creatures adjacent to battle-ments gain partial cover against attacks crossing the battlements. Spiral stairs on each side of the gatehouse interior lead up to the battlements. The stairs count as difficult terrain for creatures moving up them.

    Portcullises: Each side of the gate has a wooden portcullis, allowing the guards within the gatehouse to defend against attackers from either direction. Both portcullises are open at the start of the encounter. The defenders leave the inner portcullis open unless adventurers attack from the abbey interior.

    Using the winch inside the gatehouse, a crea-ture can lower the portcullis as a minor action or raise it as a standard action.

    A creature can force open a lowered portcullis as a standard action with a successful DC 15 Strength check. Up to three other creatures can aid in the check. The portcullis can also be attacked (AC/ Reflex 4, Fortitude 12; 40 hit points).

    Walls: The rough stone wall of the gatehouse is 20 feet high and requires a DC 15 Athletics check to climb.

    Rubble: Three patches of rubble mark places where the roof of the gatehouse has begun to crum-ble, but there is no imminent danger of collapse.

    Storage: A pile of crates and barrels contains mostly mundane supplies stolen from caravans, but searching through the goods reveals a tusk carefully carved and stained to form an idol ofMelora, worth 250 gp for its artistic value. The adventurers can also find enough scraps of clothing and armor to assemble a convincing disguise, allowing them to pass as mercenaries or bandits in the ore village (see encounter 2).

    INTIMIDATING THE GUARDS

    If the adventurers slay the ogre within the first 3 rounds of combat, the orcs are impressed by this show of strength. A character with a passive Insight of 1 5 or higher can discern this fact. Once before the end of the encounter, as a stan-dard action, each character can make an Intimidate check vs. the Will of an ore he or she can see without adding modifiers for unfriendly or hostile attitude. If the party intimidates at least half of the survivors, the orcs grant pas-sage through the gatehouse.

    Story and Roleplaying Notes: The orcs are savage and brutal, but bored. They hate gatehouse duty. They would rather surrender to superior strength, risking their chief-tain's wrath, than die for the sake of a dull posting.

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  • ' ENCOUNTER 2: GARDMORE VILLAGE Encounter Level 1 (XP 500)

    Setup This encounter takes place once per day whenever the adven-turers enter the ore-infested streets of the ruined village.

    The adventurers must complete a skill challenge to traverse Gardmore, using disguise, avoidance, or a combina-tion of both to bypass the orcs without provoking an attack.

    Once the party has overcome encounter 17 (page 30) and driven the orcs from the village, they can pass through without opposition.

    Skill Challenge: Traversing the Village

    Level: 6 Complexity: 2 (requires 6 successes before 3 failures). Time Frame: Unless otherwise noted, each character

    can make a check in this challenge once every 10 minutes. Primary Skills: Acrobatics, Athletics, Bluff, History,

    Insight, Intimidate, Perception, Stealth, Streetwise. Success: The adventurers navigate the village without

    provoking an attack or arousing too much suspicion, and they arrive safely at their destination.

    Failure: When the adventurers rack up their third failure, a group of orcs spots the intruders or sees through their disguise and attacks. Use the "Ore Campsite" infor-mation on page 12 in Book 1 for this encounter. If the adventurers defeat the orcs and any additional combatants that appear during the fight, they encounter no more after the fight is over and reach their destination safely.

    Disguise The adventurers can attempt to move through the

    village in disguise, passing themselves off as part of the occupying force.

    Bluff(DC 11, aroup check, 3 successes maximum): The adventurers can don scraps of armor, rags, and weapons from the gatehouse (see "Storage," page 3) to disguise themselves as orcs, bandits, or mercenaries.

    History or Streetwise (DC 23, 2 successes maximum): The character calls on his or her knowledge of ore culture (such as it is) and behavior to lend verisimilitude to the disguise.

    lnsiBht or Perception (DC 23, 1 success maximum): The character watches for trouble and carefully gauges the reactions of the orcs to help adjust the party's behavior and avoid confrontations.

    Intimidate (DC 15, 3 successes maximum): The character assumes the orcs' aggressive demeanor, shoving through crowds and blustering to deflect questions about the trav-elers' identity.

    Avoidance The party attempts to slip past the village inhabitants

    and avoid violent confrontation. Stealth (DC 11, aroup check, 3 successes maximum): The

    party tries to creep through the rubble of the ruined vil-lage, keeping close to alleys and empty buildings to avoid notice.

    Acrobatics or Athletics (DC 23, 2 successes maximum): The character helps the party climb over walls and clamber along rooftops and thus avoid encountering the inhabitants.

    Streetwise (DC 15,3 successes maximum): The character calls on intimate knowledge of the ways of the streets to help the party travel through the village without confront-ing the orcs.

  • ENCOUNTER 3: DOUBLE TALK Encounter Level 5 (1,000 XP)

    Setup 1 ettin marauder (E)

    A slothful ettin guards the doors to the ruined keep. How it interacts with the adventurers depends on whether both its heads are awake when they encounter it or, if just one is, which head. The left head (Spike) is greedy and conniv ing, while the right head (Bruse) is lazy and brutish.

    The ettin is suspicious of the adventurers but either assumes they work for the ore chieftain or doesn't care why they are here, as long as they further its ends.

    When the adventurers encounter the ettin, read: An enormous two-headed Biant sits with its back aBainst the doors to the ruined keep. The eyelids of one of its heads are half closed, and it picks its teeth with the wisly bone of a recent kill.

    "What's the password?" it Brumbles throuBh a yawn.

    Roll1d6 to determine the ettin's state.

    1-2: Both heads are awake. Read: The ettin rises to its feet, challenBinB you.

    '1ust Bive 'em the reminder, Spike," the riBht head says, "so's we can Bet back to our nappin'."

    Ettin Marauder (E) Level10 Elite Soldier Large natural humanoid (giant) XP 1,000 HP 222; Bloodied 111 AC 26, Fortitude 24, Reflex 20, Will 20 Speed 6 Saving Throws +2; Action Points 1 TRAITS

    ' Double Actions

    Initiative +8 Perception + 12

    The ettin makes two initiative checks and takes a full turn on each initiative result. The ettin can take two immediate actions per round but only one between one turn and the next.

    Dual Brain At the end of each of its turns, the ettin automatically ends any dazing, stunning, or charm effect on itself.

    STANDARD ACTIONS

    CD Smash + At-Will Attack: Melee 2 (one creature); + 1 5 vs. AC Hit: 1d12 + 12 damage, and the ettin can push the target 1 square. Effect: The ettin marks the target until the end of the ettin 's next turn.

    TRIGGERED AcTIONS

    t Swat + At-Will Trigger: An enemy enters a square where it flanks the ettin. Attack (Immediate Reaction): Melee 2 (one creature fl anking the

    ettin); + 13 vs. Fortitude Hit: The ettin pushes the target up to 3 squares.

    Str 28 (+14) Dex 12 (+6) Wis 15 (+7) Con 23 (+ 11) lnt 8 (+4) Cha 9 (+4) Alignment chaotic evil languages Giant

    "Fine, Bruse," Spike Brunts, then recites: ''A box of white bones, never empty nor full, thouBh it ever leaks the treasure inside."

    "It holds safe all you've BOt, unless you're a sot, when its locks with wine may be plied," Bruse says.

    "Smash it in like an eBB but what do you know?" says Spike, "They'll not find the treasure you hide."

    The answer to the riddle, and the password, is "skull." The adventurers can converse with the ettin, perhaps trying to confuse it or trick it into giving up the password, but must eventually answer. If they are correct, the ettin allows them to enter the ruined keep. Otherwise it attacks.

    3 -4: The left head (Spike) is awake. Read: "Can't remember?" the ettin says. "Maybe we barter for it then . .. But don't you tell Bruse about our arranBement. It's none of his affair, after all."

    Spike offers to let the party pass in exchange for the send inB stones from the ore chieftain's lair (encounter 8), which it has long coveted. If the adventurers agree to this bar gain, the ettin approaches them right after that encounter and demands its reward. Should they refuse to honor the deal , the ettin becomes enraged and attacks. It has 1 addi-tional action point at the start of that fight and gains 1 more action point when it is first bloodied.

    5-6: The right head (Bruse) is awake. Read: "Don't remember, eh? No matter. You brinB me a bottle o' the Bood stuff from that fairy wove, and I forBet I sees ya. And don't tell Spike about our arranBement. It ain't his concern."

    If the adventurers can procure a bottle of feywine from the eladrin of the Feygrove (encounter 13), Bruse thanks them for it and nods off, allowing them to pass. Should they refuse to honor the deal, the ettin attacks.

    r ~

  • ENCOUNTER 4: RUINED GARRISON Encounter Level 6 (1,400 XP)

    Setup 1 barlgura demon (B) 3 mad wraiths (W) Glyph of warding trap

    This encounter takes place in the village's old garrison, a place with a tragic past still embodied in the spirits that haunt it. The orcs fear this spot and do not come near it.

    This encounter uses the "Ruined Garrison" poster map.

    When the adventurers first approach, read: The ruinedaarrison lies shrouded ina loom. No orcs come here, and not even the ravens dare draw near. As you approach, even the air feels somehow heavier.

    Two massive wooden portals enaraved with twin reliefs of rampant draaons stand closed. Each draa on bears two swords, one held aloft and one pointina downward. Above the door, an inscription reads: "Ever viailant the draa on."

    A vaaue black silhouette of an armored fiaure materializes outside the door, accompanied by an otherworldly cold.

    "Only the bearer of the lonely sword passes this way unharmed," it says. "Vandomar must open the seal."

    If the adventurers try to converse with the wraith, it warns them vaguely of ominous doom and also hints at its his-tory, whispering random, nonsensical hints relating to its tale. See "The Lost Paladins" on page 9 of Book 1.

    The door to the garrison is sealed with a glyph of ward ing trap. A character can use Vandomar's scroll (found at the bottom of the wizard's tower, encounter 5) to bypass the trap. A character wielding the sword ofHrom (found in a spider web in encounter 9) can also open the doors without triggering the trap.

    Whether or not the adventurers manage to deactivate or bypass the glyph, when they open the doors the demon is released and the wraiths attack.

    Tactics As soon as the doors open or the trap is triggered, the barlgura and the wraiths attack. The barlgura uses double attack as much as it can. The wraiths coordinate their attacks, one lowering a target's defenses with touch of mad-ness while the others follow up against the same target with touch of chaos. They hope to drive their victims to death at the hands of their own companions.

    Barlgura (B) Level 8 Brute large elemental beast (demon) XP 350 HP 108; Bloodied 54 AC 19; Fortitude 20, Reflex 17, Will17 Speed 8, climb 8 STANDARD ACTIONS

    CD Slam + At-Will Attack: Melee 2 (one creature);+ 13 vs. AC

    Initiative +7 Perception +12 low-light vision

    Hit: 2d8 + 3 damage, or 3d8 + 3 damage if the barlgura is bloodied.

    t Double Attack + At-Will The barlgura uses slam twice.

    TRIGGERED ACTIONS

    Savage Howl + Encounter Triaaer: The barlgura is first bloodied. Effect (Free Action): The barlgura and all allies within 5 squares of it gain a +2 bonus to attack rolls until the end of the barlgura's next turn.

    Variable Resistance + 1/Encounter Triaaer: The barlgura takes acid, cold, fire, lightning, or thunder

    damage. Effect (Free Action): The barlgura gains resist 10 to the triggering damage type until the end of the encounter.

    Skills AthletiE:s +15 . Str 22 (+10)

    Con 18 (+8) Alignment chaotic evil

    Dex 16 (+7) lnt 6 (+2)

    languages Abyssal

    Features of the Area

    Wis 16 (+7) Cha 12 (+5)

    Illumination: During the day, enough light filters through the arrow slits to provide dim light. The magi cal gloom mutes light sources, reducing the illuminated radius to one-half the normal number of squares, rounded down.

    Statues: Four human-sized statues ofknights in plate armor stand in the outer room. Though they and their armor are stone, three of them hold metal swords-two pointing down, the third pointing up. The swords can be easily removed from the statues' hands, and they fit per-fectly into the slots in the sacred chest (see below).

    Table: The long table is an obstacle and grants partial cover. Jumping up onto it costs 1 extra square of movement and requires a DC 12 Athletics check. A creature can also drop prone and crawl underneath.

    Stairs: A spiral staircase leads up to what was the second floor of the garrison. The stairs are choked with rubble, and the level above is utterly collapsed.

    Sacred Chest This reliquary, decorated as an altar, holds the Brazier of Silver Fire. Sturdy wooden poles can be inserted through metal rings affixed to it, allowing four guardians to carry the heavy chest to wherever the relic's power was needed.

    The chest is decorated with inlays of dragons breathing silver fire. It bears the inscription, "The just shall lay down their arms and bask in the liaht ofjustice." A careful examina-tion reveals four slots about the width and thickness of a sword blade, two in each end of the chest. Inserting the four paladins' swords point-first into the slots causes the chest to spring open.

  • 3 Mad Wraiths (W) Level 6 Controller Medium shadow humanoid (undead) XP 250 each HP 73; Bloodied 36 AC 20, Fortitude 16, Reflex 19, Will 18 Speed 0, fly 6 (hover); phasing Immune disease, poison; Resist 10 necrotic TRAITS

    1) Mad Whispers (psychic) + Aura 3

    Initiative +8 Perception -1

    Darkvision

    Any enemy that ends its turn in the aura takes 5 psychic damage, and the wraith slides it up to 2 squares.

    Insubstantial The wraith takes half damage from all attacks, except those that deal force damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn.

    Spawn Wraith When the wraith kills a humanoid, that humanoid becomes a wraith figment (MV 287) at the start of this wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control.

    STANDARD AcTIONS

    CD Touch of Madness (psychic)+ At-Will Attack: Melee 1 (one creature); +9 vs. Will Hit: 2d6 + 7 psychic damage, and the target takes a -2 penalty to

    all defenses (save ends). +Touch of Chaos (charm, psychic.')+ Recharge [8] II]

    Attack: Melee 1 (one creature); +9 vs. Will Hit: 2d6 + 7 psychic damage, and the wraith slides the target up to 5 squares. The target must then use a free action to make a basic attack against its nearest ally.

    Miss: Half damage, and the wraith slides the target up to 2 squares.

    Skills Stealth + 13 Str6 (+1) Con 17 (+6)

    Dex 20 (+8) lnt 11 (+3)

    Wis 3 (-1) Cha 19 (+7)

    Alignment chaotic evil languages Common

    Glyph of Warding Level 7 Trap Object XP 300 Detect Perception DC 27, Arcana DC 23 Immune attacks TRIGGERED ACTIONS

  • ENCOUNTER 5: ARCANIAN'S LAB Encounter Level 10 (2,700 XP)

    Setup 1 flesh golem (F) 2 gargoyles (G) 1 warped magic trap (T)

    In this encounter the adventurers enter the wizard's tower, a dangerous area where magic has gone awry. Several guardians still inhabit the ruined building. However, the adventurers might be able to enter and explore the lower level without alerting any of the monsters.

    When the adventurers approach the tower, read: The wizard's tower broods above the murky fog of Gardmore Abbey like a gray giant. The only sounds are the raucous calls of the ravens roostins on its spire.

    The tower doors lean off their hinges, the old wood charred and splintered, yet also frosted with rime. Two dragon-headed statues stand to either side of the doorway, streaked with the droppings of the ravens.

    Perception DC 18: Dark stains mar the clawed hands of the statues.

    Perception DC 26: The statues are actually alive-gargoyles!

    When the adventurers can see inside, read: The chill interior of the tower glows with a flickering radiance. Faint tongues of fire glide alons sections of the stone floors and walls, crossing paths with webs of silver lightning that spark and vanish; puddles of water form, then suddenly harden into ice-which melts into stinking pools of acid.

    The light of the shifting elements illuminates a large fallen obelisk at the center of the entry chamber. A bloodstained sheet covers the stone. The rounded shape beneath the sheet suggests it drapes a large, recumbent humanoid form. Atop the covered body rests a rolled scroll.

    Scattered about the room are the gory remains of at least a dozen orcs.

    If the adventurers detect the gargoyles outside the tower, draw or place a large city street tile (found in the Duns eon Tiles Master Set: The City) beside the tower entrance. Then have the players place their characters on that tile, adjacent to the gargoyles.

    The 5 squares marked with "T" on the map trigger the warped magic trap. Use the Warped Magic tokens on the token sheet included in this adventure to represent the trapped squares.

    Tactics If the adventurers detect the gargoyles and attack them before entering, the gargoyles retreat into the tower at the first opportunity. If the characters enter the tower without detecting or attacking them, the gargoyles wait until the flesh golem awakens and then fly in to attack the party from behind.

    The flesh golem sleeps on the fallen obelisk until one of the following occurs: The adventurers uncover any part of the golem, any creature makes an attack within the room, or a character sets off the ward on the arcanian's door (encounter 6). Once awakened, the golem takes its turn immediately, using that initiative count until the end of the encounter.

    The tower's guardians are aware of the areas of warped magic and use them to their advantage. Whenever the gar-goyles use flyby attack, they land so as to interpose as many squares of warped magic between themselves and the adventurers as possible. The flesh golem stands adjacent to warped magic squares and uses its reach to attack charac-ters on the opposite side.

    A square of warped magic is triggered when a creature enters it. Then the trap rolls initiative.

    Flesh Golem (F) Level 12 Elite Brute large natural animate (construct) XP 1,400 HP 304; Bloodied 152 AC 24, Fortitude 26, Reflex 21, Will21 Speed 6 (cannot shift) Resist 10 cold Saving Throws + 2; Action Points 1

    Primal Fear

    Initiative +4 Perception +5

    Darkvision

    When the golem takes fire damage from an attack, it takes a free action to move up to its speed, and each square it moves must place it farther from the attacker. If it cannot move at least half its speed, it grants combat advantage until the end of its next turn.

    Life-Giving jolt When the golem takes lightning damage, it can make a basic attack as a free action.

    SrANOARO AcTIONS CD Slam +At-Will

    Attack: Melee 2 (one creature);+ 17 vs. AC, or + 19 vs. AC while the golem is bloodied

    Hit: 3d10 + 9 damage. t Double Attack + At-Will

    Effect: The golem uses slam twice. Each attack knocks the target prone if it hits.

    t Golem Rampage + Rec:harge [g) [!] Effect: The golem moves up to its speed + 2. During this move-ment, the golem can move through enemies' spaces, and when the golem first enters a creature's space, it uses slam against that creature.

    t Berserk Attack+ At-Will Trigger: An attack damages the golem while it is bloodied. Effect (Immediate Reaction): The golem uses slam against a

    random target within its reach. Str 20 (+11) Dex 7 (+4) Wis 8 (+5)

    Cha 3 (+2) Con 22 (+12) lnt 3 (+2) Alignment unaligned languages-

    L

  • 2 Gargoyles (G) Level 9 Lurker Medium elemental humanoid (earth) XP 400 each HP 77; Bloodied 38 AC 23, Fortitude 21, Reflex 19, Wi1119 Speed 6, fly 8 STANDARD AcnoNs

    CD Claw + At-Will Attack: Melee 1 (one creature);+ 14 vs. AC Hit: 2d6 + 5 damage.

    t Swoop Attack + At-Will

    Initiative+ 11 Perception + 11

    Darkvision

    Effect: The gargoyle flies up to its fly speed and uses claw at the end of the move. This movement does not provoke opportunity attacks.

    Stone Form + At-Will Effect: The gargoyle enters stone form until it ends the effect as a minor action. While in this form, it gains tremorsense 10 and resist 25 to all damage, gains 5 temporary hit points at the start of each of its turns, and cannot take actions except to end the effect. When the gargoyle ends the effect, it gains a +20 bonus to its next damage roll before the end of its next turn.

    Skills Stealth + 12 Str 21 (+9) Con 17 (+7) Alignment evil

    Dex 17 (+7) lnt5(+1)

    Wis 17 (+7) Cha 17 (+7)

    Languages Primordial

    Warped Magic (T) Level 10 Trap Object XP 500 Detect Perception or Arcana DC 18 Immune attacks

    Initiative +5

    STANDARD ACTIONS

  • ENCOUNTER 6: ARCANIAN'S STUDY Encounter Level 10 (2,500 XP)

    Setup Vandomar, blue arcanian (V) 4 coldspawned mummies (M)

    The adventurers face Vandomar, the undead wizard respon-sible for creating the flesh golem and sealing the garrison.

    Perception DC 20: The door to the upper level is protected by some sort of magical ward.

    If the adventurers have not fought the flesh golem in encoun-ter 5, they might awaken it if they trigger the ward. The door is frozen shut and requires a DC 18 Strength check to open.

    When the adventurers open the door, read: The door yields after a sharp shove, shattering an interior sheet of ice. A freezing gust sweeps across the stairs. Inside the room stand four long tables that hold the frosty, mummified remains of four humanoids. Square blocks of ice line the walls, each trap-ping the frozen form of some preserved creature.

    A humanoid thing in white robes emblazoned with the plati-num dragon symbol ofBahamut stoops over one of the tables. Its withered face is pale blue, and dozens of tiny icicles hang from its beard. Whenever it moves, its body crackles as layers of frost break and freeze again. The creature looks up as the door opens.

    "Visitors at last!" it says. Its words form no steam in the bitter air. "Let us remember this moment forever."

    Vandomar talks with the adventurers for as long as they wish, but he has no intention ofletting them go. He wants to seal them in ice to preserve their meeting forever. When they try to leave, he commands the coldspawned mummies on the tables to rise up and attack. The tower guardians from encounter 5 also join the fight, if they still live.

    VAN DO MAR The blue arcanian was created when the wizard Vandomar reached for power beyond his means in his attempt to resurrect the paladin Elaida, who perished in the siege of Gardmore. The wizard's ritual succeeded only in animating a golem, destroying Vandomar in the process.

    Story and Roleplaying Notes: If the adventurers converse with him, Vandomar displays the logic of a mad scientist and the enthusiasm of an obsessive collector. He laments that the present moment shall soon pass. He shares his story with the heroes, but the more he talks the more obvious becomes his wish to preserve everything he sees, as evidenced by the frozen and mummified creatures in his lab.

    Tactics The coldspawned mummies defend Vandomar. Each one chooses one adventurer to target with its freezing curse for the duration of the encounter.

    From behind the mummies, Vandomar first uses swirl-ing blizzard on the party's ranged attackers or spellcasters. He follows up with bolt of frost, first targeting enemies likely to get past the mummies, then any ranged attackers and spellcasters. When an enemy engages Vandomar in melee combat, he uses frost staff to push that attacker back toward a mummy.

    Deck of Many Things One card from the Deck of Many Things is frozen in the block of ice that occupies 1 square in the far corner of the room, along with a long-dead apprentice ofVandomar. The card's power manifests during the encounter as described in Book 1. After the encounter, the adventurers can extract the card by breaking the ice block, which requires a few minutes of chipping and smashing.

    /

    Vandomar, Blue Arcanian (V) Level10 Controller Medium natural humanoid (undead) XP 500 HP 105; Bloodied 52 AC 24, Fortitude 22, Reflex 21, Will19 Speed 5 STANDARD ACTIONS (i) Frost Staff(cold,weapon) +At-Will

    Attack: Melee 1 (one creature);+ 13 vs. Fortitude

    Initiative +5 Perception +6

    Hit: 2d8 + 9 cold damage, and Vandomar pushes the target 2 squares. The target is immobilized until the end ofVandomar's next turn.

    @ Bolt of Frost (cold, implement)+ At-Will Attack: Ranged 5 (one creature);+ 13 vs. Fortitude Hit: 2d8 + 9 cold damage, and the target's space and all squares

    adjacent to it are difficult terrain until the end ofVandomar's next turn. ~(- Swirling Blizzard (cold, implement) + Encounter

    Attack: Area burst 2 within 5 (enemies in the burst);+ 13 vs. Reflex

    Hit: 2d8 + 9 cold damage. Miss: Half damage.

    TRIGGERED AcnoNs Staff of Shielding + _Encounter

    Tri99er: An attack hits Vandomar. Effect (Immediate Interrupt): Vandomar gains a +4 bonus to all

    defenses against the triggering attack. Arcane Surge + Encounter

    Tri99er: Vandomar hits an enemy with an implement attack. Effect (Free Action): The attack deals maximum damage to the enemy.

    Skills Arcana + 14 Str 10 (+5) Con 17 (+8)

    Dex 11 (+5) lnt 19 (+9)

    Wis 13 (+6) Cha 10 (+5)

    Alignment chaotic evil languages Common Equipment +2 staff of winter

  • 4 Coldspawned Mummies (M) Level10 Soldier Medium natural animate (undead) XP 500 each HP 103; Bloodied 51 Initiative +6 AC 26, Fortitude 23, Reflex 20, Will 22 Perception +6 Speed 5 Darkvision Immune disease; Resist 10 cold, 10 necrotic, 10 poison;

    Vulnerable 5 radiant

    A slowed enemy that ends its turn in the aura is immobilized (save ends) instead of slowed.

    Frozen Corpus When the mummy takes fire damage, it also takes a -2 penalty to all defenses (save ends).

    Icy Grasp (cold) At-Will Attack: Melee 1 (one creature);+ 15 vs. AC Hit: 2d8 + 9 cold damage, and the target is slowed and cannot shift (save ends).

    MINOR ACTIONS

    ?r Freezing Curse At-Will Effect: Ranged 10 (one creature). The target is slowed until the

    mummy curses a different creature or the mummy is destroyed. Str 22 (+ 11) Dex 8 (+4) Wis 12 (+6) Con 15 (+7) lnt 6 (+3) Cha 19 (+9) Alignment unaligned Languages Common

    Features of the Area ~~

    Illumination: Torches of ice-blue flame shed bright light.

    Door: The door is protected by a ward that awakens the flesh golem in the lower level (encounter 5). The ward can be removed with a suc-cessful DC 26 Arcana check; failing this check by 4 or more awakens the golem unless it has been destroyed. Opening the door requires a DC 18 Strength check.

    Tables: The four low tables in the room count as difficult terrain and grant partial cover to prone creatures.

    Blocks oflce: The ice blocks contain the preserved remains of paladins of Gardmore, as well as an ore general from the invasion of the abbey, a barlgura demon, and two ofVandomar's former apprentices, Talen and Rubor.

    Scrolls: A bundle of scrolls lies on the floor beside the frozen barlgura (the 4-square block). Most of these contain abstract notes on arcane

    formulas and magical rituals, but one might be ofinter-est to the adventurers. Titled "The Southern Artifact," the scroll contains Vandomar's musings on the fall ofGard-more Abbey and the devastation that swept through it on that fateful day. It suggests that an artifact in the knights' possession was responsible for the chaos unleashed, and through its agency the Far Realm somehow intruded into the watchtower. Retrieving this scroll and bringing it to Berrian Velfarren completes the "Archmage's Learning" quest (page 14 ofBook 2).

    Winterbole Codex: A heavy tome bound in white dragon scales lies atop the table near the southwest corner of the room. This is the Winterbole Codex, the tome sought by Valthrun the Prescient (see "Tower of the Archmage," page 5 of Book 2). The tome describes lines of magical power flowing between the Feywild and the world in the region of the Winterbole Forest, and describes some of the techniques used by the Tigerclaw barbarians to chan-nel that power. It also discusses the primal spirits revered by the barbarians, including the mighty tiger spirit called Hunter ofWinter, the World Tree, and the mischievous trickster called Whisper. If not given to Valthrun, the tome is worth 50 gp to a collector or scholar.

    Treasure: After defeating Vandomar, the adventurers can claim his +2 staff of winter (DMK 262).

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  • . ENCOtlNTER 7: THE CHIEFTAIN'S RETINUE Encounter Level 7 (1,650 XP)

    Setup 1 ore storm shaman (S) 2 dire wolves (W) 4 ore rampagers (R)

    The ore chieftain's retinue guards the place where their lord holds court. These orcs are the some of the chief-tain's toughest warriors, under the command of the tribe's storm shaman.

    Two wooden gates open into the lower level of the keep where Bakrosh has established his headquarters.

    When the adventurers open the gates, read: Beneath the arched and columned galleries overlooking the keep's areat hall, the emblazoned shields of its miahty defenders once lined the walls. Now some are missing, others are pierced by raven:fletched arrows, and yet others defaced by gobs of fi lth or scrawled araffiti.

    At the far end of this reeking chamber, two curvina stair-ways rise to either side of a landina where the galleries meet. An ornate door leads off from the landing.

    Before the stairways stand two orcs armored in the piecemeal remnants of Gardmore's f ormer defenders, a crude mockery of the paladins' solemnity. Beside them stand two dire wolves-steeds for these savage knights of the ore chieftain. Two more ore warriors stand at the ready.

    An ore sportina thick dreadlocks beaded with humanoid finger bones Jeans over the balustrade at the far end of the hall. Raising a totem capped with a human skull, it barks an order.

    Tactics As soon as the battle begins, two rampagers take a move action to mount their dire wolves and then a standard action to charge the party (acting on the riders' initiative count). If a dire wolf can end this charge with combat advantage, it makes the melee attack instead of its rider.

    All the rampagers attempt to keep the heroes from reaching the storm shaman. The mounted ones gang up on dangerous opponents, allowing their dire wolves to attack with combat advantage whenever possible. The others use rampaae to shift into tactically advantageous positions, making multiple attacks along the way.

    The shaman uses venaeful whirlwind at the first oppor-tunity when enemies are clustered in a group. It exploits the staircases and galleries to keep away from the heroes while bombarding them with liahtning strike from behind the columns and balustrades above. Once the shaman is bloodied, it relies on wind walk to fly between the side gal-leries or to the end of the hall, forcing melee combatants to give chase while it concentrates on eliminating ranged

    attackers. If the shaman drops to 10 hit points or fewer, it attempts to flee through the door on the landing and join the chieftain in area 8.

    Ore Storm Shaman (S) level 6 Artillery Medium natural humanoid XP 250 HP 54; Bloodied 27 AC 20, Fortitude 16, Reflex 19, Will18 Speed 6 STANDA~D AcTIONS CD Scimitar (weapon) +At-Will

    Attack: Melee 1 (one creature); + 11 vs. AC Hit: 1 d8 + 8 damage.

    @ ligh!ning Strike (lightning)+ At-Will

    Initiative +7 Perception +6

    Low-light vision

    Attack: Ranged 30 (one creature);+ 11 vs. Reflex Hit: 1 d1 0 + 8 lightning damage, and one enemy within 5 squares

    of the target takes 5 lightning damage. ~!-Vengeful Whirlwi.nd (lightning, thunder, zone)+ Recharge

    when first bloodied Attack: Area burst 1 within 10 (enemies in the burst); + 11 vs.

    Fortitude Hit: 2d1 0 + 4 lightning and thunder damage, and the target falls

    prone. Then the shaman slides the target up to 2 squares. Miss: Half damage, and the shaman can slide the target 1 square. Effect: The burst creates a zone that lasts until the end of the shaman's next turn. Any enemy that ends its turn in the zone takes 10 thunder and lightning damage. T~IGGE~ED ACTIONS

    ' Wind Walk + Encounter Tri88er: The shaman is first bloodied. Effect (Free Action): Until the end of the encounter, the shaman gains a fly speed of 8 but must land or fall at the end of each move.

    Savage Demise Tri88er: The shaman drops to 0 hit points. Effect (Free Action): The shaman takes a standard action.

    Str 16 (+6) Dex 19 (+7) Wis 16 (+6) Con 12 (+4) lnt 8 (+2) Cha 9 (+2) Alignment chaotic evil Languages Common, Giant Equipment hide armor, scimitar

    2 Dire Wolves (W) Level 5 Skirmisher large natural beast {mount) XP 200 each HP 67; Bloodied 33 AC 19, Fortitude 18, Reflex 17, Will16 Speed 8 TRAITS Pack Harrier

    Initiative +7 Perception +9

    Low-light vision

    The wolf has combat advantage against any enemy that is adja-cent to two or more of the wolf's allies.

    Pack Hunter (mount) The wolf's rider has combat advantage against any enemy that is adjacent to one of the rider's allies other than the wolf.

    CD Bite + At-Will Attack: Melee 1 (one creature);+ 10 vs. AC Hit: 2d8 + 4 damage, or 3d8 + 4 against a prone target. The target falls prone if the wolf has combat advantage against it.

    Str 19 (+6) Dex 16 (+5) Wis 14 (+4) Con 19 (+6) lnt 5 (~1) Cha 11 (+2) Alignment unaligned Languages-

  • 4 Ore Rampagers (R) Level 6 Brute Medium natural humanoid XP 250 each HP 90; Bloodied 45 AC 18, Fortitude 20, Reflex 18, Will16 Speed 6 TRAITS

    Berserk Flailing

    Initiative +5 Perception +3

    Low-light vision

    While the ore is bloodied and can take opportunity actions, any enemy that starts its turn adjacent to the ore takes 5 damage.

    STANDARD AcnoNs

    CD Heavy Flail (weapon)+ At-Will Attack: Melee 1 (one creature); + 11 vs. AC Hit: 2d6 + 6 damage.

    +Rampage+ At-Will Effect: The ore shifts up to 3 squares and can use heavy flail against three enemies during the shift.

    ::Y Handaxe (weapon)+ At-Will Attack: Ranged 10 (one creature); + 11 vs. AC Hit: 2d6 + 6 theta

    Savage Demise Triaaer: The ore drops to 0 hit points. Effect (Free Action): The ore takes a standard action.

    Str 21 (+8) Dex 14 (+5) Wis 10 (+3) Con 20 (+8) lnt 8 (+2) Cha 8 (+2) Alignment chaotic evil Languages Common, Giant Equipment leather armor, 4 handaxes, heavy flail

    Features of the Area Illumination: Bright light. Torches burn in walk-~

    sconces beneath the galleries' columns. Ceiling: The vaulted ceiling in the great hall is 25 feet

    high; along the galleries, it is 15 feet high. A hole in 'the ceiling opens into the chieftain's lair above (encounter 8).

    Debris: Small piles of broken tables and chairs, camp-fire ashes, dung, dented armor, and bones are strewn about the hall, creating patches of difficult terrain.

    Galleries: Balustraded galleries run along three walls. Each gallery's ceiling is a series of rounded arches sup-ported by columns that rise from the gallery below; the columns and the balustrades provide partial cover to creatures within. Creatures can ascend to the gallery level using the staircases or try to climb (Athletics DC 20), jump, or use some other method.

    Shields: Decorated kite shields hang just beneath the galleries, although they are missing in places. Though dented and defaced, they are still functional heavy shields. A character who succeeds at a DC 16 History check can identify the griffon shield of Sir Tuvald the Pure, a pala-din of renown. Sir Tuvald's shield,like his reputation, was never tarnished, and it remains spotless despite the orcs' desecration of the hall.

    Staircases: The two staircases at the far end of the hall meet on the landing that intersects the galleries. The stairs count as difficult terrain for ascending creatures.

    Table: The long table is an obstacle and grants partial cover. Jumping up onto the table costs 1 extra square of movement and requires a DC 12 Athletics check. A crea-ture also drop prone and crawl underneath.

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    ENCOUNTER 8: THE 0RC CHIEFTAIN Encounter Level 8 (1,750 XP)

    Setup Bakrosh, ore chieftain (B) Khavra, ore pummeler (K) 4 ore reavers (0)

    The upper level of the keep is where the ore chieftain Bak-rosh holds court, surrounded by his favored bodyguards and his consort, Khavra. Bakrosh is aware of the party's intrusion, having heard the noise of combat from below through the hole in the floor.

    This area is depicted on one of the poster maps included in this adventure.

    When the adventurers open the doors, read: Alcoves line the walls of this dark hall, each one holdina crossed weapons and a shield like those in the aalleries outside. More rubble chokes the floor, and a aapina hole opens to the lower level of the keep. A are at throne stands at the far end, a majestic piece of furniture now bearina savaae ornamentation of bone, fur, and horn. A fierce-lookina male ore reclines on the throne, his yellow eyes fixed on you. A female ore beside him smiles cruelly, heftina a stone maul as four other warriors advance to repel your intrusion.

    "Don't kill them yet," the chieftain says from the throne. "I want to hear them plead for their pathetic lives."

    If the adventurers try to bargain with Bakrosh, refer to "Bakrosh and the Orcs" on page 25 in Book 2. The ore chieftain is willing to make a deal if doing so advances his own goals.

    Tactics This is a villain encounter (see page 22 in Book 1). Bak-rosh has two cards from the Deck of Many Thinas in a pouch at his belt. As soon as combat is joined, choose one ofBakrosh's cards at random. He activates its power immediately.

    Bakrosh focuses his attacks on the character he judges to be most dangerous, using inspire ferocity to get a little extra damage out of his bodyguards.

    Khavra wades into the party, using earthshakina slam right away if she acts before the reavers. Otherwise, she waits until she can catch at least three adventurers in the burst without hurting her allies. The reavers charge from enemy to enemy, never staying in one place.

    Bakrosh, Ore Chieftain (B) Level 8 Elite Brute Medium natural humanoid XP 700 HP 216; Bloodied 108 AC 20, Fortitude 20, Reflex 17, Will19 Speed 5 (7 while charging) Saving Throws+ 2; Action Point 1 TRAITS

    _y 61ood !Jfthe Inemy + AurlJ 5

    Initiative +5 Perception + 3

    Low-light vision

    Bloodied allies in the aura deal 2 extra damage with melee attacks.

    STANDARD ACTIONS CD Gteataxe (weapon) +At-Will

    Attack: Melee 1 (one or two creatures);+ 11 vs. AC Hit: 1d12 + 11 damage, or 1d12 + 23 on a critical hit.

    TRIGGERED ACTIONS -5- Inspire Ferocity + Recharge !Z]II]

    TriBBer: An ally within 10 squares of Bakrosh is first bloodied. Effect (Immediate Reaction): Close burst 10 (triggering ally in the

    burst). The target makes a melee basic attack as a free action. ' Bnund to the Deck+ 2/Encounter .

    TriBBer: Bakrosh rolls initiative or is first bloodied. Effect (No Action): Bakrosh draws a new card from among the cards in his possession and uses the power associated with that card.

    Savage Demise TriBBer: Bakrosh drops to 0 hit points. Effect (Free Action): Bakrosh takes a standard action.

    Str 20 (+9) Dex 14 (+6) Wis 12 (+5) Con 18 (+8) lnt 10 (+4) Cha 19 (+8) Alignment chaotic evil Languages Common, Giant Equipment chainmail, greataxe

    Khavra, Ore Pummeler (K) Level 6 Controller Medium natural humanoid XP 250 HP 76; Bloodied 38 AC 20, Fortitude 20, Reflex 17, Will16 Speed 6 STANDARD ACTIONS

    G) Stone Maul (weapon)+ At-Will Attack: Melee 1 (one creature);+ 11 vs. AC Hit: 2d6 + 7 damage, and the target falls prone. ~Earthshaking Slam +Encounter. -

    Initiative +5 Perception +3

    Low-light vision

    Attack: Close burst 2 (creatures in the burst); +9 vs. Fortitude Hit: 3d6 + 5 damage, and the target is dazed until the end of

    Khavra's next turn. Effect: Khavra pushes each target up to 2 squares.

    TRIGGERED AcnoNs i ll!_f:ercep_!i_ng~INat + Re.c:hargeG.:;l !ZJII]

    TriBBer: An enemy makes an opportunity attack against Khavra. Effect (Free Action): Khavra uses stone maul against the triggering enemy. Sj:ivag~ Demis~

    TriBBer: Khavra drops to 0 hit points. Effect (Free Action): Khavra takes a standard action.

    Str 21 (+8) Dex 14 (+5) Wis 10 (+3) Con 20 (+8) lnt 8 (+2) Cha 8 (+2) Alignment chaotic evil Languages Common, Giant Equipment scale armor, stone maul

  • 4 Ore Reavers (0) Level 5 Skirmisher Medium natural humanoid XP 200 each HP 63; Bloodied 31 AC 19, Fortitude 18, Reflex 18, Will16 Speed 6 (8 when charging) TRAITS

    Charging Mobility

    Initiative +7 Perception +3

    Low-light vision

    While charging, the ore gains a +4 bonus to all defenses. STANDARD ACTIONS

    CD Battleaxe (weapon) + At-Will Attack: Melee 1 (one creature);+ 10 vs. AC Hit: 1 d1 0 + 8 damage. Effect: After the attack, the ore can shift 1 square.

    :r javelin (weapon) + At-Will Attack: Ranged 20 (one creature); +1 0 vs. AC Hit: 2d6 + 6 damage, and the ore can push the target 1 square.

    TRIGGERED ACTIONS

    + Blood-Crazed Charge + Encounter Triaaer: The ore hits an enemy. Effect (Free Action): The ore charges an enemy.

    Savage Demise Triaaer: The ore drops to 0 hit points. Effect (Free Action): The ore takes a standard action.

    Str 18 (+6) Dex 17 (+S) Wis 13 (+3) Con 15 (+4) lnt 8 (+1) Cha 8 (+1) Alignment chaotic evil Languages

    Features of the Area Illumination: Bright light. Torches burn in wal -

    sconces above the shields in the alcoves. Hole: Any creature that falls through the hole in the

    floor drops 30 feet to the floor of the lower level (encoun-ter 7), taking 3d10 falling damage.

    Rubble: Gravel and stones from the keep's ceiling litter the floor, creating areas of difficult terrain.

    Throne: The ore chieftain's throne obstructs move-ment and provides partial cover. A creature can hop up to stand on the throne with a successful DC 12 Athletics check. Doing so costs 1 extra square of movement.

    Treasure Bakrosh and Khavra have a pair of sending stones they keep as a curiosity and rarely use; see below for details. (If the party has made a deal with the ettin to trade it these items, it approaches them after the fight and demands its reward.)

    In addition, a locked chest behind the throne contains a silver-plated sword worth 250 gp, a garish gold necklace worth 250 gp, three tiny jade statuettes (100 gp each), and coins totaling 350 gp. The key is in Bakrosh's pouch;

    otherwise, a DC 24 Thievery check is needed to open the chest.

    Sending Stones (pair) Level11 Each fist-sized round stone bears a Dwanen rune that translates as "Speak." Wondrous Item 9,000 gp Power (At-Will): Standard Action. Until the end of

    your next turn, any person speaking into one stone can be heard by those near the other stone as though he or she were standing in the other stone's place. At the end of your next turn, both stones are exhausted. With a minor action, any character touch-ing a single stone renews the set.

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    ENCOUNTER 9: OUTER GARDENS Encounter Level 7 (variable XP)

    Setup 8 deathjump spiders (S)

    In this encounter, the adventurers cross the spider-infested outer gardens to reach the Feygrove. The encounter ends when the party gets past eight spiders.

    The adventurers can fight the spiders or bypass them by successfully completing a skill challenge.

    When the adventurers enter the outer gardens, read: Brambles and vines clutch the boles of trees and, overhead, thick branches draped with silver webs hide the sky. In the foliaae, you can see immense spiders lurkina. The vaaue path throuah the a arden forks a short way in, one way leadina off to the south and the other startina up the hill to the southwest.

    Place eight web tokens in the squares labeled "S." (They are on the token sheet included with this adventure.) Each web contains a spider. Have the players roll initiative nor-mally, and put the spiders at the end of the initiative order. On each character's turn, he or she can attempt to avoid a spider by sneaking past or disabling a web.

    Skill Challenge: The Webs Level: 7 Complexity: 3 (requires 8 successes before 3 failures). Time Frame: Each character makes a check in this

    challenge once per round. Primary Skills: Acrobatics, Nature, Stealth, Thievery. Acrobatics or Stealth (DC 11): The character moves 4

    squares without disturbing a web or its spider. A check result of23 or higher earns 2 successes in the challenge.

    On a failed check, the character doesn't move and the nearest spider is alerted (see "The Spiders' Turn" below).

    Nature or Thievery (DC 23): The character disables a web, removing its token and its spider from the encounter. On a failed check, the character is restrained (escape DC 16). Escaping doesn't contribute successes or failures to the challenge. Failing to disable a web also alerts its spider.

    The Spiders' Turn: Each round, after all the adven-turers have acted, any spiders that were alerted attack. In addition, if the party accrued any failures during that round, one additional spider activates and attacks.

    If no failures accrued during that round, remove one unalerted spider and its web token from the encounter.

    Success: The adventurers pass through the outer gar-dens and can move on to their chosen destination. The southwest trail leads toward the bell tower (encounter 11), passing near the Whispering Grove (encounter 10). The southern trail passes the groundskeeper's cottage (encoun-ter 12) on its way to the Font ofloun (encounter 13).

    Failure: If the adventurers attack the spiders, or accrue 3 failures in the challenge, the remaining spiders attack.

    Experience: If the adventurers complete the skill chal-lenge, whether they succeed or fail, they earn 900 XP plus 175 XP for each spider defeated in combat.

    Deathjump Spider (S) level 4 Skirmisher Medium natural beast {spider) XP 17 5 each HP 52; Bloodied 26 AC 18, Fortitude 17, Reflex 16, Will15 Speed 6 , climb 6 (spider climb) Resist 5 poison TRAITS Web Walk

    Initiative +5 Perception +7 Tremorsense 5

    The spider ignores difficult terrain composed of webs. STANDARD AcnoNs

    CD Bite (poison)+ At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d6 + 3 damage, and ongoing 5 poison damage (save ends).

    + Death from Above + Recharge ~!;:;) [j] Effect: The spider jumps up to 6 squares. This movement does

    not provoke opportunity attacks. After the jump, the spider uses bite, knocki the ta on a hit.

    Prodigious Leap + Encounter Effect: The spider jumps up to 10 squares. This movement does

    not provoke opportunity attacks. Skills Athletics +9, Stealth +8 Str 14 (+4) Dex 11 (+3) Con 12 (+3) lnt 1 (-3) Alignment unaligned Languages -

    Features of the Area

    Wis 10(+2) Cha 8 (-1)

    Webs: A character who ends his or her turn in a web square is restrained (escape DC 16).

    One web (determined at random) contains the remains, armor, and sword of the lost paladin Hrom (see encounter 4), all of which can be retrieved by disabling the web.

  • ENCOUNTER 10: THE WHISPERING GROVE Encounter Level variable

    Setup 5 autumn nymphs (N)

    The party arrives in the Whispering Grove, a haven for secret-loving autumn nymphs. The nymphs are fascinated by newcomers and wish to play with them. This encounter presents a roleplaying challenge in which the players can trade secrets for hints about the adventure.

    When the adventurers enter the grove, read: Soft music drifts from this part of the arove, its strains combinina happiness and melancholy. Beautiful and otherworldly voices accompany the melody, sinaina of a olden summers passed and the bitter loss of winter.

    The music seems to liaht the bouahs above with the aolden fire of autumn. Ahead, five aoraeous women dressed in a owns of autumn leaves sin9 beside a clear pond. They tJitJtJle and whisper to one another as you approach.

    "Welcome, mortals," one says. "Will you play our a a me?"

    Roleplaying Challenge: Whisper Game Keep a timer handy for this encounter. For every 15 minutes the adventurers spend in meaningful interac tion with the nymphs, award experience points as if they had defeated one monster of their level (to a maximum of 1,200 XP). Don't count time spent in idle chatter or conversations that don't advance either the characters' per-sonal stories or the plot of the adventure.

    Each player can tell a nymph one dramatic secret about his or her character that none of the others knows. This secret cannot be trivial. If necessary, hint that it should reveal one of the following: a secret regret or shame; an unknown vulnerability, fear, or weakness; or a hidden self-ish desire.

    Autumn Nymph (N) Level 8 Skirmisher Medium fey humanoid XP 350 each HP 89; Bloodied 44 AC 22, Fortitude 21, Reflex 19, Will20 Speed 6, fly 6 (clumsy) STANDARD ACTIONS

    CD Oaken Strength + At-Will Attack: Melee 1 (one creature);+ 13 vs. AC

    Initiative+ 11 Perception +7

    Low-light vision

    Hit: 2d6 + 9 damage, and the nymph can push the target 1 square. f Dark Revelation (charm, psychic)+ Recharge [j)

    Attack: Melee 1 (one creature);+ 11 vs. Will Hit: 1 d8 + 4 psychic damage, and the target is stunned (save ends).

    ::Y Whisper Game (psychic) + Recharge if the power misses Attack: Ranged 10 (one creature);+ 11 vs. Will Hit: 1d8 + 4 psychic damage, and ongoing 5 psychic damage (save ends). Until the end of the encounter or until the nymph drops to 0 hit points, whenever any creature saves against this ongoing damage, the nearest ally within 10 squares of it gains the ongoing damage. When the nymph drops to 0 hit points, the effect ends and the creature currently affected by the ongo-ing damage takes 15 psychic damage.

    MovE AcTIONS

    f Autumn Wind +At-Will (1/round) Effect: The nymph either shifts 1 square or moves up to its speed and then uses oaken strenyth.

    TRIGGERED ACTIONS

    Secret of Autumn leaves + At-Will . Triyyer: An enemy misses the nymph with a melee attack. Effect (Immediate Reaction): The nymph shifts 3 squares.

    Skills Acrobatics + 14, Bluff+ 14, Nature+ 12 Str 16 (+7) Dex 20 (+9) Con 17 (+7) lnt 22 (+10)

    Wis 17(+7) Cha 21 (+9)

    Alignment unaligned languages Common, Elven

    The players can reveal information from their char-acters' histories or, if they have not created detailed backgrounds, make up stories on the fly.

    Success: A character who shares a secret that satisfies the nymphs receives a useful piece of information.

    + General, seemingly innocuous gossip about the secret collector (see Book 2). This information should call attention to the patron without naming that person.

    + Details about an upcoming encounter (such as monster names and location).

    + The location of a clue, a magic item, or a card from the Deck of Many Thinas.

    + One of the other characters' secrets or a campaign secret of the DM's choice.

    If a character asks about Berrian's father, the nymph replies that Zandrian Velfarren was last seen defending the watchtower, and that he can be found there yet.

    Failure: If the adventurers fail to entertain the nymphs, the fey try to keep them in the grove for song and dance. If the adventurers stay, the nymphs' play causes each to lose 2 healing surges, which cannot be regained until the party reaches a milestone.

    If the adventurers refuse to stay, or if they start a fight, the nymphs use whisper same at the first opportunity. They only want to play, so they try to incapacitate the adventurers long enough to slip away.

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  • ----~-- --- - --

    ENCOUNTER 11: BELL TOWER Encounter Level 7 (1,700 XP)

    Setup Analastra, eladrin maid (A) 2 displacer beasts (D) 3 dire stirges (S)

    The adventurers have a chance to earn the support of Berrian Velfarren, the eladrin fey knight who is camped by the Font ofloun (encounter 13).

    Berrian's sister, Analastra, is being chased by dis placer beasts as the encounter begins, and the pursuers drag her to the ground. To complicate matters, the hunt disturbs a nest of stirges in the bell tower. If the adventurers decide to intervene, they must fend off the displacer beasts while keeping the unconscious eladrin safe from the stirges attempting to drain her.

    As the adventurers approach the bell tower, read: A pale, slender figure with long silver hair flees through the dark grove, her desperate fooifaiis making hardly a whisper. Behind her and to either side, two feline monsters pursue her in eerie silence toward a ruined bell tower. Their black, six-legged forms are hard to focus on clearly.

    Spiny tentacles whip forward from the back of one of the beasts and lash the fleeing figure, who drops with an agonized shriek. A rustling at the top of the tower signals a nest of stirges, awakened to the scent ofblood. On the ground, the tentacled beasts move in for the kill.

    In addition to Analastra and the displacer beasts, place one dire stirge as shown on the map at the start of the encounter. On the stirges' turn in rounds 2 and 3, one new dire stirge appears in the indicated space and acts.

    Analastra has fallen unconscious and does not awaken until after the end of the encounter.

    Tactics The displacer beasts want to bring down the intrud-ers as quickly as possible so they can enjoy their meal. They attack with cunning blitz whenever possible, seeking combat advantage even if doing so means ignoring marks on them. Whenever an adventurer misses a displacer beast, it uses shifting tactics to position itself for combat advantage, if possible.

    Each stirge begins by moving adjacent to the fallen eladrin and draining her blood, but thereafter it might instead attack any bloodied adventurer within 5 squares of it. One always remains to feed on Analastra, however. The stirges do not attack the displacer beasts.

    2 Displacer Beasts (D) Level 9 Skirmisher Large fey magical beast XP 400 each HP 97; Bloodied 48 AC 23, Fortitude 21, Reflex 22, Will20 Speed 12

    Initiative+ 11 Perception + 12 Low-light vision

    TRAITS -Displacement (illusion)

    When a melee or a ranged attack hits the displacer beast, if the player rolled an odd number on the attack roll, the attack misses. lfthe player rolled an even number on the attack roll, the attack hits as normal, and the beast loses this trait until the start of its next turn.

    Threatening Reach The displacer beast can make opportunity attacks against ene-mies within 2 squares of it.

    STANDARD ACTIONS

    CD Tentacle+ At-Will Attack: Melee 2 (one creature); + 14 vs. AC Hit: 2d6 + 7 damage.

    t Bite + At-Will Attack: Melee 1 (one creature); + 14 vs. AC Hit: 2d10 + 6 damage.

    t Cunning Blitz+ At-Will Effect: The displacer beast shifts up to half its speed. At any

    point during that movement, it uses tentacle once, or two times against different creatures.

    TRIGGERED AcTIONS Shifting Tactics+ At-Will

    Triaaer: An attack misses the displacer beast. Effect (Free Action): The displacer beast shifts 1 square.

    ' Skills Stealth + 14 Str 18 (+8) Con 17 (+7) Alignment unaligned

    Dex 20(+9) lnt4(+1)

    Languages-

    Wis 17 (+7) Cha 10(+4)

    3 Dire Stirges (S) Level 7 Lurker Small natural beast XP 300 each HP 60; Bloodied 30 AC 21, Fortitude 18, Reflex 20, Will17 Speed 2, fly 6 TRAITS

    Nimble Bloodsucker

    Initiative + 10 Perception +3

    Darkvision

    While the stirge has a creature grabbed, the stirge gains a +2 bonus to AC and Reflex.

    STANDARD AcTIONS

    CD Bite +At-Will Attack: Melee 1 (one creature); + 12 vs. AC. While the stirge has a

    creature grabbed, it can use bite only against that creature, and it hits automatically.

    Hit: 1d6 damage, and the stirge grabs the target (escape DC 16). Until the grab ends, the target takes ongoing 10 damage.

    Skills Stealth + 11 Str 10 (+3) Con 12 (+4) Alignment unaligned

    Dex 16 (+6) lnt 1 (-2)

    Languages-

    Wis 10(+3) Cha 4 (+0)

  • Features of the Area Illumination: During the daytime this part of the

    Feygrove is brightly lit. At night, the moon's radiance illu-minates the area with dim light.

    Ruins: An old, ruined old tower stands here. The iron bell has long fallen and now lies rusting on its side at the bottom of the tower. In its place at the top roost dozens of stirges.

    Trees: The trees in the area provide partial conceal-ment to creatures beneath their leaves and partial cover to creatures hiding behind them.

    Saving Analastra At the beginning of the encounter, the stirges are attracted to the bleeding eladrin.

    Keep track of every round that begins with at least one stirge adjacent to Analastra. If the heroes do not attack such a stirge, tell the players that it has attached itself to the eladrin, draining her lifeblood. Analastra moves one step closer to death. (She also moves one step closer to death if she takes damage from an adventurer's attack.) After 3 rounds have passed in which Analastra moves closer to death, she dies at the start of the next round.

    In addition to preventing the stirges from draining Analastra, the adventurers can reverse the effects of the blood drain. Whenever a character uses a healing power on the eladrin or makes a successful DC 15 Heal check to

    stabilize her, she moves one step further from death.

    If Analastra survives t~ $ 0 encounter, the heroes can revive 1-her after a short rest.

    If the adventurers fail to save Analastra, read: The corpse of the youna eladrin lies still and bone-pale amana the roots and climbers of the wove. A star-shaped rina on her finaer flares once and then falls dull as plain steel, as thouah a briaht spirit has departed.

    If the adventurers save Analastra, read: The eladrin awakens, blinkina.

    ''Thank you," she says in a voice briaht as silver. "You have saved my life, and I am deeply in your debt. Come,follow me to my brother in the arove. He too will be arateful for your heroism."

    Escorting Analastra to the grove completes the "Find Analastra" quest (page 13 ofBook 2) if the adventurers have already met Berrian Velfarran. If she accom-

    panies the party, use her statistics presented on page 10 of Book2.

    Story and Roleplaying Notes: Ana Iastra is brave and compassionate, listening with interest to the heroes' ta les. Against her brother's wishes, she had been patrolling the Feygrove alone, hunting for ore intruders, but instead she stumbled upon the displacer beasts. Ana Iastra secretly wishes to match her brother in bravery and skil l, and she feels deeply ashamed of her brush with death. Up until now, the eladrin in the Feygrove had been avoid ing the displacer beasts, since the monsters seemed to have acquired a taste for ore flesh.

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    ENCOUNTER 12: GROUNDSKEEPER'S COTTAGE Encounter Level 6 (1,400 XP)

    Setup 2 owlbears (0)

    Two owlbears inhabit the cottage of the abbey's former groundskeepers. Rumors say that the groundskeepers had received the aid of an eladrin when planting the grove and gardens. The fey knight Berrian Velfarren seeks proof that his ancestor was the one to do so. The eladrin suspects that the cottage might contain such evidence.

    The eladrin explorers want to search the cottage but bear no ill will toward the owlbears. They had been plan ning to wait until the end of the season, when the beasts are likely to leave the cottage, before searching it. Never theless, they're willing to allow crafty heroes to expedite their search.

    Berrian asks the party to drive off the owlbears, prefer ably without killing them. He warns that the monsters fear nothing except displacer beasts, the scent of which sends the owlbears into a panic.

    When the adventurers approach the cottage, read: An overarown cobblestone path leads up a small hill to the shell of an old fieldstone cottaae. The dilapidated roof is punctured by an oak tree, which arows up throuah the middle of the structure and spreads its broad branches like a canopy over the frame. Shutters and a door hana open,forced from their hinaes by the wild arowth.

    ]ust beyond the dim entrance to the cottaae rests a massive, feathered beast the size and shape of a bear. Its short, curved beak rests upon another of its kind. The creature's areat a olden eyes open wide as it raises its head to sniff the air.

    The heroes can attempt to fight the owl bears or drive them away.

    Skill Challenge: Driving Off the Owlbears The adventurers can use the owl bears' fear of the dis placer beasts to their advantage if they wish to drive off the creatures. Doing so requires the adventurers to kill the displacer beasts near the ruined bell tower (encounter 11) and then follow a threestage process: cover themselves with the scent of the beasts, sneak up on the owlbears, and finally scare the owlbears away.

    If they complete the skill challenge, they earn full experience points for the encounter without having to

    fight at all. In the unlikely event that the adventurers capture a displacer beast, they might be able to bring it close enough to frighten off the owl bears without revealing themselves. Use the strategies in this skill challenge as guide lines in that case.

    Level: 6 Complexity: 3 (requires 8

    successes before 3 failures). Time Frame: Unless other

    wise noted, each character can make a check in this challenge once per minute.

    Primary Skills: Bluff, Intim idate, Nature, Stealth.

    Secondary Skills: Bluff, Insight, Nature, Perception.

  • Stage 1: Disguise If the adventurers have defeated the displacer beasts in encounter 10, they can disguise their scent to approach the owlbears.

    Primary Skill: Nature. Nature (DC I6, I success per character, 3 successes maxi-

    mum): The character skins a displacer beast to wear its hide. Alternatively, the character extracts musk from the beast's scent glands and applies it to him- or herself.

    Success: If the adventurers accumulate three successes in this stage, they move on to stage 2.

    Failure: The displacer beast corpses are ruined and useless, leaving the characters no choice but to attack.

    Stage 2: Sneak Up Once the adventurers have covered their own scent, they need to get close to the owlbears without being detected.

    Primary Skill: Stealth. Stealth (DC II, aroup check): The characters are able to

    approach under their disguise. Succeeding on this group check earns 2 successes toward the challenge.

    Secondary Skills: Insight, Nature, Perception. Insiaht, Nature, or Perception (DC I6, I success maximum):

    The character can attempt to read the creatures' behavior. Successfully observing the beasts cancels 1 failure in the challenge or grants a + 2 bonus to the first skill check in stage 3.

    Success: If the adventurers pass the group Stealth check, they move on to stage 3.

    Failure: The owl bears are not fooled by the disguise. They notice the characters' approach and attack.

    Stage 3: Scare Off When the disguised adventurers have crept up close to the owlbears, they need to scare them off.

    Primary Skills: Bluff, Intimidate. Bluff or Intimidate (DC 23): The character uses the scent

    of the displacer beasts to terrify the owlbears. Secondary Skills: Bluff, Nature. Bluff or Nature (DC I6, I success maximum): The charac-

    ter can attempt to further terrify the owlbears by imitating the displacer beast's hunting cry. Success cancels 1 failure in the challenge or earns 1 success, as the players choose.

    Success: If the adventurers accrue a total of8 suc-cesses in the skill challenge, they drive off the owlbears without a fight.

    Failure: The owlbears are infuriated by the party's approach and attack.

    Combat Encounter If the adventurers fail the skill challenge, or simply attack the owlbears, set up the combat encounter as shown on the tactical map.

    Tactics Each owlbear protects its mate, keeping its back to the cot-tage when possible to avoid being flanked. When either is bloodied, the other uses its action point on its next turn and attempts to grab and use beak snap against the charac-ter who injured its mate. Both owl bears fight to the death.

    2 Owlbears (0) Level 8 Elite Brute large fey beast XP 700 each HP 212; Bloodied 106 AC 20, Fortitude 22, Reflex 18, Will20 Speed 7 Saving Throws +2; Action Points 1 STANDARD ACTIONS

    CD Claw+ At-Will Attack: Melee 2 (one creature); + 12 vs. AC Hit: 4d6 + 6 damage.

    +Double Attack+ At Will

    Initiative +6 Perception + 12

    Darkvision

    Effect: The owl bear uses claw twice. If both attacks hit the same creature, the owl bear grabs it (escape DC 16) if the owl bear has fewer than two creatures grabbed.

    + Beak Snap + At-Will Effect: Melee 1 (one creature grabbed by the owl bear). The target takes 4d8 + 22 damage.

    TRIGGERED AcnoNs

  • " ' .

    ENCOUNTER 13: FONT OF IOUN Encounter Level variable

    Setup The path south from the outer gardens leads to the clear-ing that surrounds the Font ofloun, where the eladrin fey knight Berrian Velfarren makes camp with his host. See "Berrian Velfarren" on page 12 of Book 2 for more infor-mation about this character.

    In this roleplaying encounter, the adventurers can establish contact with Berrian and try to win this formida-ble warrior over to their cause. The fey knight is cagey and distrustful, however, so they must earn his respect.

    Berrian's host also guards the Font ofloun, a magical source of visions and healing that the fey knight can grant access to if he trusts the party.

    When the adventurers enter the clearing, read: A font bubbles in the middle of this clearin9, its water sparklina in the liaht. Encirclina its broad base is a mosaic depictinB a platinum draa on and a silver staa in eternal chase; the tiles that define the beasts' shapes are marked with miniature runes.

    Alona the mosaic's perimeter, toppled walls form a broken stone shell boundina what once must have been some manner of shrine. A host of eladrin camps amid the fallen walls, hair and mail shimmerinB like quicksilver.

    The male leader, tall and silver-eyed, scowls as you approach and brandishes a aleamina lonasword. "What is your business here?" he says. "Speak quickly or fall where you stand."

    In the blink of an eye the other eladrin suddenly surround you, their own briaht swords instantly drawn. The trees around the font seem to whisper and shift, althouah there is no wind to blow them.

    Roleplaying Challenge: Treating with the Fey Knight Keep a timer handy for this encounter. For every 15 min-utes the adventurers spend in meaningful interaction with Berrian, award experience points as if they had defeated one monster of their level (to a maximum of 1,200 XP). Don't count time spent in idle chatter or conversations that don't advance either the party's or Berrian's goals or the plot of the adventure.

    Berrian faces a number of problems within the grove, and he seeks assistance from those he can trust. He par-lays as long as the adventurers do not display aggression or challenge him. If they continue such confrontational behavior, he orders his followers to march the party out of the eladrin camp. The adventurers can try to mollify him through further roleplaying or by succeeding at a group skill check using Diplomacy (DC 11) or Bluff (DC 14).

    If the adventurers engage Berrian in respectful con-versation, or they have been sent to contact him through

    the Knight ofMithrendain quest (see page 5 of Book 2), he is willing to tell them of his problems. He motions for an attendant to offer the heroes some feywine as Berrian addresses them.

    (This feywine is the "good stuff" the ettin head Bruse refers to in encounter 3. Once the adventurers are on good terms with Berrian, he willingly parts with a bottle, which the heroes can use to placate the ettin and gain access to the keep.)

    Read: The fey kniaht aazes upon the clear waters of the font as he con-templates your words.

    "I am called Sir Berrian, and my house is Velfarren. For two human lifetimes I have searched the wide world over in a quest to discover the mystery of my father's fate and pay a son's proper tribute to his memory.

    "AU roads have led me here, to this human ruin. But once aaain they diverae and lose themselves in the foB of time, and thouah I near their ends I cannot see them clearly. Do they lead to dishonor? Venaeance? Death? It is impossible to see.

    "The dark abbey crawls with perils, and orcs and aiants infest the arounds. A frozen thina in white robes sometimes linaers near the font, starinB into the memories its waters contain. And in the shadow of yon doorless evil tower this place confounds us with its mysteries and its danaers.

    "The arove thrums with the life of the Feywild . .. ofhome. But the closer we come, the farther we fall away. Fey beasts lair in the ruins. Gossipina nymphs tantalize us with secrets. And now my sister Analastra too has vanished, thus haltina our sacred quest until she can be found."

    These situations correspond to the three quests contained in the "Peace with the Fey" quest chain described in chap-ter 2, as well as the nymphs of the Whispering Grove (encounter 10). Berrian might not reveal all of them at once but disclose more information as the adventurers earn his trust.

    Once he has come to trust them, Berrian allows the adventurers to drink from the Font ofloun. However, he warns that any who thirsts too greedily is a disgrace in the eyes of the god.

    Berrian's host includes five eladrin fey knights like himself and two dryads who lurk among the trees. They have no wish to harm the party and refuse to fight unless deliberately attacked. In that event, use the tactical map and the monster statistics presented in "Fey Revenge/Son's Quest" (page 18 ofBook 2).

  • Story and Roleplaying Notes: Berrian is at once distrustful, defensive, proud, and stubborn. His camp is surrounded by hostile creatures, and he doesn't trust the humans in Winterhaven. He believes they will attempt to recla im Gardmore Abbey and then force his own people out in spite of any rightful claims of the eladrin. Berrian is intent on establishing his authority within the grove. He expects proper deference and responds well to respect, humility, honor, and sincerity. Once he becomes more friendly to the party, he opens up about the difficulties he faces.

    For every one of Berrian 's quests the heroes complete, replace one of his negative characteristics with one of these positive traits: courteous, fri endly, generous, loyal. Then begin roleplaying the new personality trait in his character.

    Features of the Area Illumination: During the day, this clearing is

    brightly lit. At night, moon and stars suffuse the area with dim light.

    Mosaic: The tiles of the mosaic contain the runic instructions required to perform a Remove Affliction ritual upon all creatures immersed in the font. No compo-nents are required. The ritual removes lingering effects: curses, diseases, or other long-lasting or permanent con-ditions such as petrification. It can also cleanse the Far Realm's corruption from any infected adventurers and other creatures rescued from the watchtower (see encoun-ters 15 and 16).

    Trees: The trees in the area provide partial conceal-ment to creatures beneath their leaves and partial cover to creatures hiding behind them.

    Font of Ioun This blessed font is said to grant knowledge through visions to those who partake without avarice. Anyone who drinks from the font experiences a vision of the abbey's past. The imbiber gains a bit of magical potential, whose benefit that character can activate as a free action. Once activated, the benefit is expended.

    A character who drinks from the fountain more than once before advancing a level is afflicted with the disfavor ofloun. The character still receives the font's benefit, but he or she also loses a healing surge and takes a -2 penalty to all knowledge checks. These penalties are cumulative and remain until the character reaches three milestones.

    When a character drinks from the font, roll1d6 and consult the following list. You can also use the various quests and ally or adversary motivations presented in this adventure to improvise or create specific visions, perhaps revealing additional story information that hints at future events or sheds light on past encounters.

    1. Vision of Past Valor: The character witnesses a scene from the last battle at Gardmore.

    Benefit: As a free action, the character can claim .::-this benefit to take an additional action as if he or she expended an action point.

    2. Vision oflnspiration: This vision shows Gardmore at the height of its glory, just before the fall.

    Benefit: As a free action, the character can claim this benefit when he or she uses his or her second wind. The character spends one healing surge but regains hit points as though he or she had spent two healing surges.

    3. Vision of Purpose: Gardmore's builders are seen constructing parts of the abbey over many years.

    Benefit: As a free action, the character can claim this benefit to gain a+ 1 bonus to speed until the end of his or her next turn.

    4. Vision of Heroism: The character watches a Card-more paladin performing an awe-inspiring deed.

    Benefit: As a free action, the character can claim this benefit to take an additional minor action during his or her current and next turns.

    5. Vision of Endurance: Gardmore stands firm against sieges through the ages.

    Benefit: As a free action, the character can claim this benefit to gain temporary hit points equal to his or her healing surge value.

    6. Vision of Enlightenment: The character observes Gardmore monks laboring at their craft.

    Benefit: As a free action, the character can claim this benefit when making a skill check to gain a +5 bonus to that check.

    BERRIAN'S CARD Berrian Velfarren carries one card from the Deck of Many Thinas. To him, it is an object of curiosity and nothing more. He shows the adventurers the card if they ask him about it; if they complete all of the tasks he asks of them, he freely offers it as a reward.

    If Berrian is the secret collector, his attitude toward questions about the Deck is quite different. He denies any knowledge while pumping the adventurers for information about it. Once the party has acquired nearly all the cards, he attempts to seize them by force (see "The Final Confrontation," page 1 5 in Book 2).

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  • ENCOUNTER 14: WATCHTOWER ENTRANCE Encounter Level 8 (1,750 XP)

    Setup 2 object mimics (M) 1 black pudding (B) 4 black pudding spawn (S)

    The party begins to experience the strangeness that has overtaken the watchtower. This encounter is part trap, part puzzle, and part battle.

    Entering the Tower The tower cannot be breached by any normal means. The windows and doors appear real but allow no entry.

    Arcana DC 20: The exterior features of the tower are only a "psychic echo." They no lonaer exist physically.

    The party might try to break through the tower's walls. However, the weird infusion has changed its structure, so that dealing damage to it instead causes it to "bleed" unnaturally. For every 5 damage that would be dealt to the tower, it instead looses ld6 black pudding spawn in the attacked square and squares adjacent to it. The adventur ers do not earn experience for defeating these spawn, and they cannot penetrate the walls in this way.

    The only way a creature can enter the watchtower is to touch it with one of the cards from the Deck ofMany Thin9s. The slightest contact causes the structure to melt away from the card, creating a temporary portal. Once

    the wielder of the card has entered the tower, the open ing disappears and cannot be recreated from within. The only way out is to reunite the cards in the beholder's nest (encounter 16) with the others carried by the adventurers.

    When the adventurers can see the interior, read: The inside of the watchtower is a warped reflection of the out side. In place of a column of stone is a twistin9 conical dimension of unnatural shapes. Instead of walls, a thick, a lobular slime slowly oozes up, then down. Sometimes the 900 strains inward in clusters of wri99lin9 strands whose briaht colors mock the pen nants that once hun9 here.

    The floor is elastic and membranous, bowin9 sliahtly beneath your weiaht. Larae, bubble-like nodes resemblinaflaastones shift beneath the filmy surface and aradually slide toward a dark crev-ice, at the bottom of which oozes a sinister black lake. From time to time, the lake emits a lobules that drift up throuah the still, stinkin9 air.

    Set in the membrane on the opposite side of this twisted realm is a luminescent door in the shape and desi9n of one of the cards from the Deck. The card-shaped portal opens and closes, morphin9 at intervals to resemble an oaken door. The floatina a lobules slowly slide up to disappear into the openin9. The chasm is spanned by a footbridae composed of two more larae alowina cards, somehow joined end to end.

    A hi9h, barely audible screech rin9s constantly from every where and nowhere, and nothin9 seems able to silence it.

    Crossing the Chasm The "lake" is a black pudding spread thin across the bottom of the crevice. Occasionally, bits ofits body die and become inert spawn, floating upward toward the exit and the next encounter. The bridge consists of two object mimics working together to span the area.

    Perception DC 12: What appears to be a lake is actually some sort oflivina creature.

    Nature DC 16: The slimy creature is a black puddin9!

    Perception DC 24: The brid9e of cards seems to follow move ment. On close inspection, you realize it is formed by two object mimics.

    Have the players place their characters on the map where shown, but do not place the monsters until they are identified.

    Tactics If undetected, the mimics delay until at least one adven turer has finished crossing the chasm. They then shift onto solid ground, one on each side of the gap, and attack the closest character with ravenin9 maw, taking advantage of surprise if possible. As soon as the mimics attack or are attacked, the black pudding and its living spawn crawl up the drop-off and use enau!f.

  • 2 Object Mimics (M) Level 8 Lurker Medium aberrant magical beast XP 350 each HP 71; Bloodied 35 AC 23, Fortitude 21 , Reflex 19, Will21 Speed 5

    Initiative + 11 Perception +14

    Darkvision, tremorsense 5 Resist 5 acid TRAITS

    Ambush The mimic deals 2d6 extra damage against surprised creatures.

    STANDARD A CTIONS

    CD Slam +-At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 7 damage.

    t Crushing Tendrils (acid)+- At-Will Attack: Melee 3 (one creature);+ 13 vs. AC Hit: 1 d8 + 4 damage, and the mimic grabs the target (escape

    DC 21). Sustain Standard: The mimic sustains the grab, and the target

    takes 15 acid damage. t Ravening Maw +- Recharge [B)(!]

    Attack: Melee 2 (one creature);+ 13 vs. AC Hit: 2d8 + 11 damage, and the target is slowed (save ends).

    M INOR A CTIONS

    Shapeshift (polymorph)+- At-Will (1/round) Effect: The mimic assumes one of the following forms. It can't change its size. It remains in the chosen form until it uses this power again.

    Ooze Form: The mimic becomes an ooze. When it squeezes while it is in this form , it moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing,

    Object Form: While in this form, the mimic has resist 10 to all damage, is immobilized, and cannot attack. In addition, a crea-ture must succeed on a DC 24 Perception check to notice that the mimic is a living creature.

    Skills Bluff+ 11, Stealth+ 12 Str 20 (+9) Dex 16 (+7) Con 17 (+7) lnt 19 (+8)

    Wis 21 (+9) Cha 15 (+6)

    Alignment unaligned languages Common, Deep Speech

    Features of the Area Illumination: The interior is utterly dark. Card Portal: The door at the opposite end of the room

    leads to encounter 15. Inert black pudding spawn that pass through it trigger the black pudding in the chasm to spread (see "Inert Spawn" below).

    Chasm: The chasm is 15 feet deep, ending in a long, narrow fissure that "bleeds" inert black pudding spawn. Climbing the slick walls requires a DC 25 Athletics check. Creatures in the chasm can grab hold of an inert black pudding spawn to float up and out.

    Inert Spawn: Whenever a black pudding spawn is killed during this encounter, do not remove it from the map. It instead bec